Method and apparatus for managing use of an accessory

ABSTRACT

A system that incorporates the subject disclosure may include, for example, a system having a processor that performs operations including receiving from an accessory device a control signal for controlling a software application, determining that the control signal corresponds to a first action of a plurality of actions for controlling the software application, monitoring a frequency of usage of the first action, and presenting at the accessory device or a display device coupled to the accessory device a measure of the frequency of usage of the first action. Additional embodiments are disclosed.

CROSS-REFERENCE TO RELATED APPLICATION(S)

The present application claims the benefit of priority to U.S.Provisional Application No. 61/792,519 filed Mar. 15, 2013, which ishereby incorporated herein by reference in its entirety.

FIELD OF THE DISCLOSURE

The present disclosure relates generally to a method and apparatus formanaging use of an accessory.

BACKGROUND

It is common today for gamers to utilize more than one gaming accessory.This is especially true of gamers who play on-line games or competitivegames in a team or individual configuration. Gamers can have at theirdisposal accessories such as a keyboard, a general purpose gaming pad, amouse, a gaming console controller, a headset to communicate with otherplayers, a joystick, a computer console, or other common gamingaccessories.

A gamer can frequently use a combination of these accessories in asingle game (e.g., headset, a keyboard, and mouse). Efficient managementand utilization of these accessories can frequently impact a gamer'sability to compete.

Accessory management can have utility in other disciplines which may notrelate to gaming applications. Efficient use of accessories in theseother disciplines can be important to other users.

BRIEF DESCRIPTION OF THE DRAWINGS

Reference will now be made to the accompanying drawings, which are notnecessarily drawn to scale, and wherein:

FIG. 1 depicts an illustrative embodiment of a Graphical User Interface(GUI) generated by an Accessory Management Software (AMS) applicationaccording to the present disclosure;

FIGS. 2-3 depict illustrative embodiments for communicatively coupling agaming controller to a computing device;

FIG. 4 depicts an illustrative embodiment of a communication device;

FIG. 5 depicts an illustrative embodiment of a first method utilized inthe subject disclosure;

FIG. 6 depicts an illustrative embodiment of a second method utilized inthe subject disclosure;

FIG. 7A depicts an illustrative embodiment of a third method utilized inthe subject disclosure;

FIG. 7B depicts an illustrative embodiment of a fourth method utilizedin the subject disclosure;

FIG. 8 depicts an illustrative embodiment of a system operating at leastin part according to the methods of FIGS. 5-7;

FIG. 9 depicts an illustrative embodiment of a communication flowdiagram utilized by the system of FIG. 12; and

FIG. 10 depicts an illustrative diagrammatic representation of a machinein the form of a computer system within which a set of instructions,when executed, may cause the machine to perform any one or more of themethodologies disclosed herein.

DETAILED DESCRIPTION

The subject disclosure describes, among other things, illustrativeembodiments for managing accessories (e.g., gaming accessories) toimprove a user's performance in controlling a software application(e.g., a video game). Other embodiments are contemplated by the subjectdisclosure.

One embodiment of the subject disclosure can entail a method forreceiving, by a system comprising a processor, from a gaming accessory acontrol signal for controlling a video game, determining, by the system,that the control signal corresponds to a first gaming action of aplurality of gaming actions for controlling the video game, tracking, bythe system, a frequency of usage of the first gaming action, andpresenting, by the system, at the gaming accessory a measure of thefrequency of usage of the first gaming action.

One embodiment of the subject disclosure can entail a machine-readablestorage medium, comprising instructions, wherein responsive to executingthe instructions, a processor performs operations including receivingfrom an accessory device a control signal for controlling a softwareapplication, determining that the control signal corresponds to a firstaction of a plurality of actions for controlling the softwareapplication, monitoring a frequency of usage of the first action, andpresenting at the accessory device or a display device coupled to theaccessory device a measure of the frequency of usage of the firstaction.

One embodiment of the subject disclosure can entail an accessory device,including a memory to store instructions, and a processor coupled to thememory. The processor can perform operations including detecting aselection of an input function of the accessory device, generating acontrol signal responsive to detecting the selection of the inputfunction for controlling a software application, determining that thecontrol signal corresponds to a first action of a plurality of actionsfor controlling the software application, determining a frequency ofusage of the first action, and presenting at the accessory device or adisplay device coupled to the accessory device a measure of thefrequency of usage of the first action.

FIG. 1 depicts an illustrative embodiment of a Graphical User Interface(GUI) generated by an Accessory Management Software (AMS) applicationaccording to the present disclosure. The AMS application can be executedby a computing device such as a desktop computer, a laptop computer, atablet, a server, a mainframe computer, a gaming console, a gamingaccessory, or any combination or portions thereof. The AMS applicationcan also be executed by portable computing devices such as a cellularphone, a personal digital assistant, or a media player. The AMSapplication can be executed by any device with suitable computing andcommunication resources.

FIG. 2 illustrates a number of embodiments for utilizing a gamingcontroller 115 with a computing device 206 in the form of a gamingconsole. In the illustration of FIG. 2, the gaming controller 115 can becommunicatively coupled to the gaming console 206 with a tethered cableinterface 202 such as a USB or proprietary cable, or a wirelessinterface 204 such as WiFi, Bluetooth, ZigBee, or a proprietary wirelesscommunications protocol. The cable interface 202 provides a means forcommunication that may be less susceptible to electromagneticinterference. It will be appreciated that the gaming controller 115 mayfurther include a headset 114 (with or without a microphone not shown)utilized by a gamer to communicate with teammates and/or to listen togame sounds in high fidelity. In the illustration of FIG. 2, the AMSapplication can in whole or in part be executed by the gaming controller115, the gaming console 206, or a combination thereof.

FIG. 3 illustrates a number of other embodiments for utilizing a gamingcontroller 115 with a computing device 206. In this embodiment, thegaming controller 115 comprises a mouse and the computing device 206comprises a computer. The gaming controller 115 can be tethered to thecomputing device 206 by a cable interface 202 (e.g., USB cable orproprietary cable) or a wireless interface 204. The cable interface 202provides a means for communication that may be less susceptible toelectromagnetic interference. It will be appreciated that the gamingcontroller 115 may further include a headset (with or without amicrophone not shown) utilized by a gamer to communicate with teammatesand/or to listen to game sounds in high fidelity. In the illustration ofFIG. 3, the AMS application can in whole or in part be executed by thegaming controller 115, the gaming console 206, or a combination thereof.

For illustration purposes, the terms gaming console 206 and computer 206will be used hence forth interchangeably with the term computing device206 with an understanding that a computing device 206 may represent anumber of other devices such as a server, a tablet, a smart phone, andso on. Accordingly, a computing device 206 can represent any device withsuitable computing resources to perform the methods described in thesubject disclosure.

FIG. 4 depicts an illustrative embodiment of a communication device 400.Communication device 400 can serve in whole or in part as anillustrative embodiment of devices described in the subject disclosure.The communication device 400 can comprise a wireline and/or wirelesstransceiver 402 (herein transceiver 402), a user interface (UI) 404, apower supply 414, a proximity sensor 416, a motion sensor 418, anorientation sensor 420, and a controller 406 for managing operationsthereof. The transceiver 402 can support short-range or long-rangewireless access technologies such as Bluetooth, WiFi, Digital EnhancedCordless Telecommunications (DECT), or cellular communicationtechnologies, just to mention a few. Cellular technologies can include,for example, CDMA-1X, UMTS/HSDPA, GSM/GPRS, TDMA/EDGE, EV/DO, WiMAX,software defined radio (SDR), Long Term Evolution (LTE), as well asother next generation wireless communication technologies as they arise.The transceiver 402 can also be adapted to support circuit-switchedwireline access technologies (such as PSTN), packet-switched wirelineaccess technologies (such as TCP/IP, VoIP, etc.), and combinationsthereof.

The UI 404 can include a depressible or touch-sensitive keypad 408coupled to a navigation mechanism such as a roller ball, a joystick, amouse, or a navigation disk for manipulating operations of thecommunication device 400. The keypad 408 can be an integral part of ahousing assembly of the communication device 400 or an independentdevice operably coupled thereto by a tethered wireline interface (suchas a USB cable) or a wireless interface supporting for exampleBluetooth. The keypad 408 can represent a numeric keypad, and/or aQWERTY keypad with alphanumeric keys. The UI 404 can further include adisplay 410 such as monochrome or color LCD (Liquid Crystal Display),OLED (Organic Light Emitting Diode) or other suitable display technologyfor conveying images to an end user of the communication device 400.

In an embodiment where the display 410 utilizes touch-sensitivetechnology, a portion or all of the keypad 408 can be presented by wayof the display 410 with navigation features. As a touch screen display,the communication device 400 can be adapted to present a user interfacewith graphical user interface (GUI) elements that can be selected by auser with a touch of a finger. The touch screen display 410 can beequipped with capacitive, resistive or other forms of sensing technologyto detect how much surface area of a user's finger has been placed on aportion of the touch screen display. This sensing information can beused to control the manipulation of the GUI elements.

The UI 404 can also include an audio system 412 that utilizes commonaudio technology for conveying low volume audio (such as audio heardonly in the proximity of a human ear) and high volume audio (such asspeakerphone for hands free operation, stereo or surround sound system).The audio system 412 can further include a microphone for receivingaudible signals of an end user. The audio system 412 can also be usedfor voice recognition applications. The UI 404 can further include animage sensor 413 such as a charged coupled device (CCD) camera forcapturing still or moving images and performing image recognitiontherefrom.

The power supply 414 can utilize common power management technologiessuch as replaceable or rechargeable batteries, supply regulationtechnologies, and charging system technologies for supplying energy tothe components of the communication device 400 to facilitate long-rangeor short-range portable applications. Alternatively, the charging systemcan utilize external power sources such as DC power supplied over aphysical interface such as a USB port or by way of a power cord attachedto a transformer that converts AC to DC power.

The proximity sensor 416 can utilize proximity sensing technology suchas a electromagnetic sensor, a capacitive sensor, an inductive sensor,an image sensor or combinations thereof. The motion sensor 418 canutilize motion sensing technology such as an accelerometer, a gyroscope,or other suitable motion sensing technology to detect movement of thecommunication device 400 in three-dimensional space. The orientationsensor 420 can utilize orientation sensing technology such as amagnetometer to detect the orientation of the communication device 400(North, South, West, East, combined orientations thereof in degrees,minutes, or other suitable orientation metrics).

The communication device 400 can use the transceiver 402 to alsodetermine a proximity to a cellular, WiFi, Bluetooth, or other wirelessaccess points by common sensing techniques such as utilizing a receivedsignal strength indicator (RSSI) and/or a signal time of arrival (TOA)or time of flight (TOF). The controller 406 can utilize computingtechnologies such as a microprocessor, a digital signal processor (DSP),and/or a video processor with associated storage memory such as Flash,ROM, RAM, SRAM, DRAM or other storage technologies.

The communication device 400 as described herein can operate with moreor less components described in FIG. 4 to accommodate the implementationof devices described by the subject disclosure. These variantembodiments are contemplated by the subject disclosure.

FIGS. 5-7A depict methods 500-700 describing illustrative embodiments ofthe AMS application. Method 500 can begin with step 502 in which the AMSapplication is invoked in a computing device. The computing device canbe a remote server (not shown), the gaming console 206 or computer 206of FIGS. 2-3, or any other computing device with suitable computingresources. The invocation step can result from a user selection of theAMS application from a menu or iconic symbol presented by the computingdevice 206, or when a user communicatively couples a gaming controller115 or other form of accessory device with the computing device 206. Instep 504, the AMS application can detect by way of software drivers inan operating system (OS) of the computing device 206 a plurality ofoperationally distinct accessories communicatively coupled to thecomputing device 206. The accessories can be coupled to the computingdevice 206 by a tethered interface (e.g., USB cable), a wirelessinterface (e.g., Bluetooth or Wireless Fidelity—WiFi), or combinationsthereof.

In the present context, an accessory can represent any type of devicewhich can be communicatively coupled to the computing device 206 (orwhich can be an integral part of the computing device) and which cancontrol aspects of the OS and/or a software application operating fromthe computing device 206. An accessory can represent for example akeyboard, a touch screen display, a gaming pad, a gaming controller, amouse, a joystick, a microphone, or a headset with a microphone—just tomention a few.

In step 506, the AMS application presents a GUI 101 such as depicted inFIG. 1 depicting operationally distinct accessories such as a keyboard108, and a gaming controller 115. The GUI 101 presents the accessories108-116 in a scrollable section 117. One or more accessories can beselected by a user with a mouse pointer. In this illustration, thekeyboard 108 and the gaming controller 115 were selected forcustomization. Upon selecting the keyboard 108 and the gaming controller115 from the scrollable window of section 117, the AMS applicationpresents the keyboard 108 and the gaming controller 115 in split windows118, 120, respectively, to assist the user during the customizationprocess.

In step 508, the AMS application can be programmed to detect auser-selection of a particular software application such as a videogame. This step can be the result of the user entering in a Quick Searchfield 160 the name of a gaming application (e.g., World of Warcraft™ orWoW). Upon identifying a gaming application, the AMS application canretrieve in step 510 from a remote or local database gaming applicationactions which can be presented in a scrollable section 139 of the GUIrepresented as “Actions” 130. The actions can be tactical actions 132,communication actions 134, menu actions 136, and movement actions 138which can be used to invoke and manage features of the gamingapplication.

The actions presented descriptively in section 130 of the GUI canrepresent a sequence of accessory input functions which a user canstimulate by button depressions, navigation or speech. For example,depressing the left button on the mouse 110 can represent the tacticalaction “Reload”, while the simultaneous keyboard depressions “Ctrl A”can represent the tactical action “Melee Attack”. For ease of use, the“Actions” 130 section of the GUI is presented descriptively rather thanby a description of the input function(s) of a particular accessory.

Any one of the Actions 130 can be associated with one or more inputfunctions of the accessories being customized in windows 118 and 120 byway of a drag and drop action or other customization options. Forinstance, a user can select a “Melee Attack” by placing a mouse pointer133 over an iconic symbol associated with this action. Upon doing so,the symbol can be highlighted to indicate to the user that the icon isselectable. At this point, the user can select the icon by holding theleft mouse button and drag the symbol to any of the input functions(e.g., buttons) of the keyboard 108 or selectable options of the gamingcontroller 115 to make an association with an input function of one ofthese accessories. Actions of one accessory can also be associated withanother accessory that is of a different category. For example, keydepressions “Ctrl A” of the keyboard 108 can be associated with one ofthe buttons of the gaming controller 115 (e.g., the left button 119).

In one embodiment, a Melee Attack action can be associated by draggingthis action to either the left button 119 or right button 120 of thegaming controller 115. Thus, when the selected button is depressed, thestimulus signal that is generated by the selected button of the gamingcontroller 115 can be substituted by the AMS application with the MeleeAttack action. In another embodiment, the AMS application can beconfigured so that the Melee Action can be associated with a combinationof key button presses (e.g., simultaneous depression of the left andright buttons 119, 121, or a sequence of button depressions: two rapidleft button depressions followed by a right button depression).

In yet another embodiment, the AMS application can be configured so thatthe Melee Action can be associated with movement of the gamingcontroller 115 such as, for example, rapid movement or shaking of thegaming controller 115. In a further embodiment, the AMS application canbe adapted to make associations with two dimensional or threedimensional movements of the gaming controller 115 according to a gamingvenue state. For example, suppose the player's avatar enters a fighterjet. In this gaming venue state, moving the left navigation knob forwardcan be associated by the AMS application with controlling the throttleof the jet engines. Rapidly moving the gaming controller 115 downwardcan represent release of munitions such as a bomb.

In a gaming venue state where the gamer's avatar has entered a building,lifting of the gaming controller 115 above a first displacementthreshold can be associated with a rapid movement of the avatar up onefloor. A second displacement threshold can be associated with a rapidmovement of the avatar down one floor—the opposite of the firstdisplacement threshold. Alternatively, the second displacement thresholdcould be associated with a different action such as jumping betweenbuildings when the avatar is on the roof of a building.

The AMS application can monitor gaming venue states by analyzingcaptured images produced by the gaming application (e.g., one or morestill images of a tank, or a video of an avatar entering a tank), and/orby receiving messages from the gaming application by way of anapplication programming interface (API) thereby enabling the AMSapplication to identify the occurrence of a particular gaming venuestate.

At step 512 the AMS application can also respond to a user selection ofa profile. A profile can be a device profile or master profile invokedby selecting GUI button 156 or 158, each of which can identify theassociation of gaming actions with input functions of one or moreaccessories. If a profile selection is detected in step 512, the AMSapplication can retrieve in step 514 macro(s) and/or prior associationsdefined by the profile. The actions and/or macros defined in the profilecan also be presented in step 516 by the AMS application in the actionscolumn 130 of the GUI 101 to modify existing profile associations orcreate new associations.

In step 518, the AMS application can also respond to a user selection tocreate a macro. A macro in the present context can mean any actionablecommand which can be recorded by the AMS application. An actionablecommand can represent a sequence of stimuli generated by manipulatinginput functions of an accessory, a combination of actions in the Actionsection 130, an identification of a software application to be initiatedby the OS of the computing device 206, or any other recordable stimulusto initiate, control or manipulate software applications. For instance,a macro can represent a user entering the identity of a softwareapplication (e.g., instant messaging tool) to be initiated by the OSupon the AMS application detecting a speech command using speechrecognition technology.

A macro can also represent recordable speech delivered by a microphonesingly or in combination with a headset for detection by anothersoftware application through speech recognition or for delivery of therecorded speech to other parties. In yet another embodiment a macro canrepresent recordable navigation of an accessory such as a joystick ofthe gaming controller 115, recordable selections of buttons of thegaming controller 115, and so on. Macros can also be combinations of theabove illustrations with selected actions from the Actions 130 menu.Macros can be created from the GUI 101 by selecting a “Record Macro”button 148. The macro can be given a name and category in user-definedfields 140 and 142.

Upon selecting the Record Macro button 148, a macro can be generated byselection of input functions on an accessory (e.g., Ctrl A, speech,navigation knob movements of the gaming controller 115, etc.) and/or bymanual entry in field 144 (e.g., typing the name and location of asoftware application to be initiated by an OS, such as an instantmessaging application, keyboard entries such as Ctrl A, etc.). Once themacro is created, it can be tested by selecting button 150 which canrepeat the sequence specified in field 144. The clone button 152 can beselected to replicate the macro sequence if desired. Fields 152 can alsopresent timing characteristics of the stimulation sequence in the macrowith the ability to modify and thereby customize the timing of one ormore stimulations in the stimulation sequence. Once the macro has beenfully defined, selection of button 154 records the macro in step 520.The recording step can be combined with a step for adding the macro tothe associable items Actions column 130, thereby providing the user themeans to associate the macro with input functions of the accessories(e.g., one or more keys of the keyboard 108, buttons of the gamingcontroller 115, etc.).

In step 522, the AMS application can respond to drag and dropassociations of actions with input functions of the keyboard 108 or thegaming controller 115. Associations can also be made based on the two orthree dimensional movements of the gaming controller 115. If user inputindicates that a user is performing an association, the AMS applicationcan proceed to step 524 where it can determine if a profile has beenidentified in step 512 to record the association(s) detected. If aprofile has been identified, the associations are recorded/stored in theprofile in step 526. If a profile has not been identified in step 512,the AMS application can create a profile in step 528 for recording thedetected associations. In the same step, the user can name the newlycreated profile as desired. The newly created profile can also beassociated with one or more gaming software applications in step 530 forfuture reference. The AMS application can also record in a profile instep 526 associations based on gaming venue states. In this embodimentthe same stimuli generated by the gaming controller 115 can result indifferent substitutions based on the gaming venue state detected by theAMS application.

Referring back to step 526, once the associations have been recorded ina profile, the AMS application can determine in step 532 which of theaccessories shown illustratively in FIGS. 1-3 are programmable andavailable for programming. If the AMS application detects that anaccessory (e.g., keyboard 108, gaming controller 115) is communicativelycoupled to the computing device 206 and determines that the accessory iscapable of performing stimulus substitutions locally, the AMSapplication can proceed to step 534 of FIG. 5 where it submits theprofile and its contents for storage in the accessory (e.g., the gamingcontroller 115 in FIGS. 2-3). Once the accessory (e.g., the gamingcontroller 115) is programmed with the profile, the accessory canperform stimuli substitutions according to the associations recorded bythe AMS application in the profile. Alternatively, the AMS applicationcan store the profile in the computing device 206 of FIGS. 2-3 andperform substitutions of stimuli supplied by the gaming controller 115according to associations recorded in the profile by the AMSapplication.

The GUI 101 of FIG. 1 presented by the AMS application can have otherfunctions. For example, the GUI 101 can present a layout of theaccessory (button 122), how the accessory is illuminated whenassociations between input functions and actions are made (button 124),and configuration options for the accessory (button 126). The AMSapplication can adapt the GUI 101 to present more than one functionalGUI page. For instance, by selecting button 102, the AMS application canadapt the GUI 101 to present a means to create macros and associateactions to accessory input functions as depicted in FIG. 1. Selectingbutton 104 can cause the AMS application to adapt the GUI 101 to presentstatistics from stimulation information and/or gaming action resultscaptured by the AMS application as described in the subject disclosure.Selecting button 106 can also cause the AMS application to adapt the GUI101 to present promotional offers and software updates.

The steps of method 500 in whole or in part can be repeated until adesirable pattern is achieved of associations between stimulus signalsgenerated by accessories and substitute stimuli. It would be apparent toan artisan with ordinary skill in the art that there can be numerousother approaches to accomplish the embodiments described by method 500or variants thereof. These undisclosed approaches are contemplated bythe subject disclosure.

FIG. 6 depicts a method 600 for illustrating additional operations ofthe AMS application. In the configurations of FIGS. 2-3, the AMSapplication can be operating in whole or in part from the gamingcontroller 115, a gaming console 206, a computer 206, or a remote server(not shown). For illustration purposes, it is assumed the AMSapplication operates from the gaming console 206. Method 600 can beginwith the AMS application establishing communications in steps 602 and604 between the gaming console 206 and a gaming accessory such as thegaming controller 115, and a headset 114 such as shown in FIG. 1. Thesesteps can represent for example a user starting the AMS application fromthe gaming console 206 and/or the user inserting at a USB port of thegaming console 206 a connector of a USB cable tethered to the gamingcontroller 115, which invokes the AMS application. In step 606, thegaming controller 115 and/or headset 114 can in turn provide the AMSapplication one or more accessory ID's, or the user can provide by wayof a keyboard or the gaming controller 115 user identification. With theaccessory ID's, or user input the AMS application can identify in step608 a user account associated with the gaming controller 115 and/orheadset 114. In step 610, the AMS application can retrieve one or moreprofiles associated with the user account.

In step 612, the user can be presented by way of a display coupled tothe gaming console 206 profiles available to the user to choose from. Ifthe user makes a selection, the AMS application proceeds to step 614where it retrieves from the selected profiles the association(s) storedtherein. If a selection is not made, the AMS application can proceed tostep 616 where it can determine whether a software gaming application(e.g., video game) is operating from the gaming console 206 or whetherthe gaming console 206 is communicating with the software gamingapplication by way of a remote system communicatively coupled to thegaming console 206 (e.g., on-line gaming server(s) presenting, forexample, World of Warcraft™). If a gaming software application isdetected, the AMS application proceeds to step 617 where it retrieves aprofile that matches the gaming application detected and theassociation(s) contained in the profile. As noted earlier,association(s) can represent accessory stimulations, navigation, speech,the invocation of other software applications, macros or other suitableassociations that result in substitute stimulations. The accessorystimulations can be stimulations that are generated by the gamingcontroller 115, as well as stimulations from other accessories (e.g.,headset 114), or combinations thereof.

Once a profile and its contents have been retrieved in either of steps614 or step 617, the AMS application can proceed to step 719 of FIG. 7where it monitors for a change in a gaming venue state based on thepresentations made by the gaming application, or API messages suppliedby the gaming application. At the start of a game, for example, thegaming venue state can be determined immediately depending on the gamingoptions chosen by the gamer. The AMS application can determine thegaming venue state by tracking the gaming options chosen by a gamer,receiving an API instruction from the gaming application, or byperforming image processing on the video presentation generated by thegaming application. For example, the AMS application can detect that thegamer has directed an avatar to enter a tank. The AMS application canretrieve in step 719 associations for the gaming controller 115 forcontrolling the tank.

The AMS application can process movements of the gaming controller 115forwards, backwards, or sideways in two or three dimensions to controlthe tanks movement. Similarly, rotating the gaming controller 115 ortilting the gaming controller 115 forward can cause an accelerometer,gyro or magnetometer of the gaming controller 115 to providenavigational data to the AMS application which can be substituted withan action to cause the tank to turn and/or move forward. The profileretrieved by the AMS application can indicate that the greater theforward tilt of the gaming controller 115, the greater the speed of thetank should be moving forward. Similarly, a rear tilt can generatenavigation data that is substituted with a reverse motion and/ordeceleration of the forward motion to stop or slow down the tank. Athree dimensional lift of the mouse can cause the tank to steeraccording to the three dimensional navigation data provided by thegaming controller 115. For example, navigation data associated with acombination of a forward tilt and right bank of the gaming controller115 can be substituted by the AMS application to cause an increase inforward speed of the tank with a turn to the right determined by the AMSapplication according to a degree of banking of the gaming controller115 to the right. In the above embodiment, the three dimensionalnavigation data allows a gamer to control any directional vector of thetank including speed, direction, acceleration and deceleration.

In another illustration, the AMS application can detect a new gamingvenue state as a result of the gamer directing the avatar to leave thetank and travel on foot. Once again the AMS application retrieves instep 719 associations related to the gaming venue state. In thisembodiment, selection of buttons of the gaming controller 115 can beassociated by the AMS application with weaponry selection, firing,reloading and so on. The movement of the gaming controller 115 in two orthree dimensions can control the direction of the avatar and/orselection or use of weaponry. Once the gaming venue state is detected instep 719, the AMS application retrieves the associations related to thevenue state, and can perform substitutions of stimuli generated by thegaming controller 115, and/or speech commands received by microphone ofthe headset 114.

In one embodiment, the AMS application can be configured in step 719 toretrieve a profile that provides substitute stimuli for replacingcertain stimuli generated by accessories. The associations recorded inthe profile can be venue independent. In another embodiment, the AMSapplication can retrieve a combination of profiles, where one or moreprofiles provide substitute stimuli that are venue dependent and one ormore other profiles provide substitute stimuli that are venueindependent.

The AMS application can monitor in step 720 stimulations generated bythe accessories coupled to the gaming console 206. The stimulations canbe generated by the gamer by manipulating the gaming controller 115,and/or by generating speech commands detected by a microphone of theheadset 114. If a stimulation is detected at step 720, the AMSapplication can determine in step 722 whether to forward the detectedstimulation(s) to an Operating System (OS) of the gaming console 206 orthe gaming application directly without substitutions. Thisdetermination can be made by comparing the detected stimulation(s) tocorresponding associations in one or more profiles retrieved by the AMSapplication. If the detected stimulation(s) match the associations, thenthe AMS application proceeds to step 740 where it retrieves substitutestimulation(s) in the profile(s). In step 742, the AMS application cansubstitute the detected stimulation(s) with the substitute stimulationsin the profile(s).

In one embodiment, the AMS application can track in step 744 thesubstitute stimulations by updating the stimulations with a uniqueidentifier such as a globally unique identifier (GUID). In thisembodiment, the AMS application can also add a time stamp to eachsubstitute stimulation to track when the substitution was performed. Inanother embodiment, the AMS application can track each substitutestimulation according to its order of submission to the gamingapplication. For instance, sequence numbers can be generated for thesubstitute stimulations to track the order in which they were submittedto the gaming application. In this embodiment, the substitutestimulations do not need to be updated with sequence numbers oridentifiers so long as the order of gaming action results submitted bythe gaming application to the AMS application remain in the same orderas the substitute stimulations were originally submitted.

For example, if a first stimulation sent to the gaming application bythe AMS application is a command to shoot, and a second stimulation sentto the gaming application is a command to shoot again, then so long asthe gaming application provides a first a game action result for thefirst shot, followed by a game action result for the second shot, thenthe substitute stimulations will not require updating with sequencenumbers since the game action results are reported in the order that thestimulations were sent. If on the other hand, the game action resultscan be submitted out of order, then updating the stimulations withsequence numbers or another suitable identifier would be required toenable the AMS application to properly track and correlate stimulationsand corresponding gaming action results.

Referring back to step 722, if the detected stimulation(s) do not matchan association in the profile(s), then the AMS application proceeds toone of steps 744 or 746 in order to track the stimulations of theaccessory as described above. In another embodiment, tracking oforiginal stimulations or substitute stimulations can be bypassed byskipping steps 744 or 746 and proceeding to step 770 of FIG. 7B.

Once the stimulations received in step 720 have been substituted withother stimulations at step 742 responsive to a detected association, ormaintained unchanged responsive to detecting no association withsubstitute stimuli, and (optionally) the AMS application has chosen aproper tracking methodology for correlating gaming action results withstimulations, the AMS application can proceed to step 770 of FIG. 7B.

At step 770, the AMS application can determine a frequency of usage ofthe stimulation (substitute or original) based on a historical tallyingof stimulations monitored by the AMS application during a gamingsession. It will be appreciated that each stimulation or collection ofstimulations cause a corresponding gaming action when the stimulation orcollection of stimulations is received by the gaming application.Accordingly, the term “stimulation” and “gaming action” may be usedinterchangeably throughout the subject disclosure with thisunderstanding. At step 780, the AMS application can compare thefrequency of usage of the stimulation to a threshold. If the frequencyof usage of the stimulation does not exceed the threshold, thestimulation can be redirected to the OS of the computing device 206 atstep 748 (of FIG. 7A) for processing. The threshold can be a numericalfigure, a lapse of time between occurrences of the stimulation, a windowof time for tallying occurrences, or combinations thereof.

For example, the AMS application can be configured with a threshold of100 instances of the stimulation occurring in a 30 second window. Hence,if the AMS application detects more than 100 occurrences of the samestimulation in 30 seconds or less, the AMS application can identify atstep 782 an over usage state of the stimulation. In another embodiment,the AMS application can be configured with a threshold set to a timelapse of 10 seconds. Hence, if the AMS application detects two or moreoccurrences of the same stimulation in 10 seconds or less, the AMSapplication can identify at step 782 an over usage state of thestimulation. In yet another embodiment, the AMS application can beconfigured with a threshold of 100 occurrences. Hence, if the AMSapplication detects more than 100 occurrences of the same stimulationover any period of a gaming session, the AMS application can identify atstep 782 an over usage state of the stimulation.

The AMS application can be configured to create a threshold based onuser-definable metrics of any kind, and is not limited to theillustration provided earlier. Additionally, the AMS application can beconfigured to create a user-defined exclusion table. The exclusion tablecan identify certain stimulations that a user may not want to be subjectto the threshold (e.g., navigation movements of an accessory, usage ofcertain buttons on an accessory, etc.). Although excluded stimulationsmay not be subject to the threshold, the AMS application can maintain atally of the usage of “all” stimulations and present gamers the resultof such tallies statistically by way of step 774 discussed below.Thresholds and exclusion tables can be shared between gamers. By sharingthresholds and exclusion tables, gamers can learn from each other andthereby help improve their gaming performance. Additionally, thresholdsand exclusion tables can be defined per gaming application. That is, theAMS application can enable a gamer to create for each gaming applicationunique threshold(s) and exclusion table(s).

It is further noted that more than one threshold can be defined for aparticular gaming application. For example, specific thresholds can belinked to specific gaming actions rather than relying on a universalthreshold for all gaming actions. To create more than one threshold, theAMS application can be configured to enable a gamer to create athreshold table which lists stimulations/gaming actions andcorresponding thresholds for each stimulation/gaming action. The gamercan also define in the threshold table certain thresholds that can beapplied universally to all gaming actions except those identified in anexclusion table or linked to a specific threshold. Additionally, thegamer can define more than one threshold for the same gaming action totrack different over usage conditions.

Referring back to step 770, the AMS application can also be configuredto perform certain activities in a background setting to assist in thedetermination of the frequency of usage of the stimulation and toidentify alternative gaming actions when an over usage condition isdetected or appears to be imminent. For example, while the frequency ofusage of stimulations is being determined at step 770, the AMSapplication can identify at step 772 alternative gaming actions toimprove gaming performance. Step 772 can determine alternative gamingactions based on proactive feedback provided by the gaming application.For example, the AMS application can receive API messages from thegaming application which describe game action results based on specificstimulations received by the gaming application. Utilizing the trackingmethodologies of steps 744 or 746 and the game action results receivedfrom the gaming application, the AMS application can be configured todetermine the effectiveness of certain stimulations monitored at step770, and identify one or more alternative gaming actions that mayimprove a gamer's performance during or after reviewing a specificgaming session.

For instance, the AMS application may determine that the gamer isspending a considerable amount of timing shooting at target(s) withsingle shot weaponry with limited success. The AMS application maydetermine from the game action results that if the gamer were to useinstead a grenade launcher and/or a machine gun, at specific instancesor throughout a game session, the gamer's results would improve. In suchinstances, the AMS application at step 772 can identify such alternativegaming actions to be proposed to the gamer at an appropriate time.

Alternatively, or in combination with the foregoing embodiments fordetermining alternative gaming actions, the AMS application can identifyalternative gaming actions by analyzing a knowledge database of gamingactions. The knowledge database can be organized by associating gamingactions with each other. For example, gaming actions involving weaponrycan be associated with each other. Thus, a gun may be grouped with arifle, a machine gun, a grenade launcher and so on. Gaming actionsinvolving defensive maneuvers may similarly be grouped with each other.A defensive maneuver such as ducking may be associated with crawling,walking in a stealth manner, rolling, etc. Offensive and defensivegaming actions can be subcategorized with an assortment of groupings andassociations. The knowledge database can be in part user-defined as wellas defined by the authors of a video game. The AMS application candetermine alternative gaming actions based on suggestions provided inthe knowledge database with or without knowledge by the AMS applicationof game action results provided by the gaming application.

In addition to performing step 772, the AMS application can performsteps 774 and 776 as background processes. The AMS application canperform the tallying of stimulations (gaming actions) at step 774 bytracking stimulations during a gaming session. Step 774 can also tallyusage of game actions between gaming sessions to generate tally figuresat each gaming session, and in the aggregate, over two or more gamingsessions. Aggregate figures can be used to provide trends in usage ofstimulations/gaming actions. At step 776, the AMS application canpresent a measure of the frequency of usage of one or more gamingactions. The measure of frequency of usage can be presented asstatistical figures on a display device of the accessory or a displaydevice (e.g., computer monitor or TV set) coupled to the computingdevice 206.

Once an over usage state of a stimulation or gaming action is detectedat step 782, the AMS application can proceed to step 792 to determinewhether to modify the gaming behavior of the gamer at step 796 orpresent alternative gaming actions at step 794. At step 794, the gamercan be presented alternative gaming actions by way of a display deviceof the accessory or a display device coupled to the computing device 206(e.g., a monitor or TV set). In another embodiment, alternative gamingactions can be displayed by highlight input functions (e.g., buttons) ofa mock up of the accessory portrayed on the display device. The inputfunctions can be highlighted with color, flashing input functions, orsome other form of highlighting technique that would indicate to a gamerwhere to find the alternative gaming actions. Additionally, thealternative gaming actions can also be described textually (e.g.,“Consider using Ctrl L to launch grenades”) at a display device.Additionally, the alternative gaming actions can be presented by way ofsynthesized speech at a headset of the gamer, speakers of the gamingsystem, or combinations thereof.

In yet another embodiment, the alternative gaming actions can bepresented by way of illuminating the input functions of the accessory.For instance Ctrl L can be flashed on a keyboard used as a gamingaccessory, or the “X” button on a gaming console controller such asshown in FIG. 2 can be configured to flash. The illumination of thealternative gaming functions can also be color coded also. For example,any input functions in green can represent alternative gaming functionsnot to be confused with color coding of other input functions. Wheninput functions are illuminated, the description of the alternate gamingactions being proposed can be textually described in a display device ofthe accessory or a display device coupled to the computing device 206.It is further noted that alternative gaming actions can be a combinationof input functions that generate stimuli that later can be substitutedby the AMS application with substitute stimuli based on user-definedassociations included in a profile created by the gamer. The embodimentsof step 794 can be viewed as passive embodiments, which do not modifythe gamer's behavior since the alternative gaming actions are optional.

Subsequent to step 794, the stimulation originally received at step 770can be sent to the OS of the computing device 206 at step 748 (of FIG.7A) for processing. In another embodiment, the alternative gaming actioncan be sent to the OS of the computing device 206 in place of thestimulation received at step 770 if the user selects one or more inputfunctions of the accessory associated with the alternative gaming actionwithin a period of time set by the AMS application. The AMS applicationcan provide a time period for the gamer to alternate between gamingactions at step 794 if the AMS application determines it would notsubstantially impact the gamer's performance. This determination can bemade based on API messages received by the AMS application from thegaming application as game action results, which can indicate to the AMSapplication whether delay in submitting a gaming action can impeded thegamer's performance. If waiting for the gamer to alternate gamingactions adversely affects the gamer's performance, the AMS applicationcan send the original stimulation of step 770 to the OS of the computingdevice 206 without delay.

In step 796, however, the AMS application can proactively attempt tomodify the behavior of the gamer. Such behavior can be modified by, forexample, blocking an overused gaming action, limiting use of the gamingaction for a time period, or replacing the gaming action with analternative gaming action. Modifying the gamer's behavior may beaccomplished in several ways. The AMS application, for example, canprevent stimuli associated with the blocked gaming action from beingsent to the gaming application at step 748. Thus, any subsequent inputfunctions selected at an accessory by a gamer that generates the blockedgaming action will be blocked and thereby will have no effect on thegaming application. Alternatively, the AMS application can replace theblocked gaming action with an alternative gaming action. In thisembodiment, each time the gamer selects input functions of the accessorythat generate the blocked gaming action (e.g., Ctrl F for the gamingaction “fire”), the AMS application replaces the blocked gaming actionwith the alternate gaming action (e.g., Ctrl L for the gaming action“launch grenade”). Of course, if the gamer selects the alternativegaming action suggested by the AMS application, the gaming action willbe sent to the OS of the computing device at step 748 for processing.

When a gaming action is blocked in this way, the AMS application canwarn the gamer that a particular gaming action has been blocked. Thewarning can be a textual warning presented on a display device of theaccessory or a display device coupled to the computing device 206. Inone embodiment, the AMS application can flash the input functions of theaccessory associated with the blocked gaming application in dark red torepresent a blocked condition, while input functions of the accessoryassociated with the alternate gaming action may be shown in green. Inone embodiment, the AMS application can present a warning in the form ofsynthesized speech directed to a headset or speakers each time the gamerinvokes the blocked gaming action by way of the accessory.

If the gaming action is released by the AMS application after a periodof time, the AMS application can cease flashing the input function butmaintain it in dark red. The AMS application can lighten the coloring ofthe input function from dark red to a lighter red if the gamer reducesthe frequency of usage of the previously blocked gaming action. If thefrequency of use is sufficiently low, the AMS application can continueto dilute coloring of the input functions associated with the previouslyblocked gaming action until there is no coloring.

To identify a measure of frequency of use, the AMS application canilluminate one or more input functions associated with a gaming actionwith a different lighting scheme than the one used to identify a blockedstate. For example, based on the frequency of usage of an input functionof an accessory, the AMS application can cause the input function of theaccessory to light up. The intensity of light generated by the inputfunction can represent a measure of usage. The stronger the intensity oflight the greater the usage. Alternatively, frequency of usage can berepresented by color coding the input function. Non-flashing red canrepresent a high frequency of usage of an input function, while no colorcan represent a very low frequency of usage. Until the input functionflashes in red, a non-flashing red input function can indicate thatblocking of the input function may be imminent. Additionally, the toneof color used can represent a degree of frequency of usage. A dark redcan represent a high frequency of usage of the input function, while alighter red can represent less usage. Other lighting techniques forrepresenting frequency of usage can be applied to the embodiments of thesubject disclosure.

In one embodiment, the AMS application can also be configured at step788 to present a frequency of usage of gaming actions during a replay ofa gaming session. For instance, while the AMS application is presentinga replay of a game at a display device, the AMS application canilluminate input functions of the accessory as described above, toprovide a gamer a visualization of the frequency of usage of a number ofgaming actions invoked by way of the accessory. Alternatively, the AMSapplication can present a mock-up of the accessory and present theillumination of input functions at a display device.

Once the AMS application at step 748 supplies to the OS of the computingdevice 206 a gaming action (i.e., one or more stimulations) from themethod of FIG. 7B, the AMS application can proceed to step 734. Thegaming action supplied to the OS at step 748 can be the unadulterated“original” gaming action of step 770, or an alternative gaming actiongenerated by steps 794 or 796. At step 734, the OS determines whether toinvoke in step 736 a software application identified in thestimulation(s) (e.g., gamer says “turn on team chat”, which invokes achat application), whether to forward the received stimulation(s) to thegaming software application in step 738, or combinations thereof.

Contemporaneous to the embodiments described above, the AMS applicationcan monitor in step 750 for game action results supplied by the gamingapplication via API messages previously described. For instance, supposethe stimulation sent to the gaming application in step 738 is a commandto shoot a pistol. The gaming application can determine that the shotfired resulted in a miss of a target or a hit. The gaming applicationcan respond with a message which is submitted by way of the API to theAMS application that indicates the shot fired resulted in a miss or ahit. If IDs such as GUIDs were sent with each stimulation, the gamingapplication can submit game action results with their corresponding GUIDto enable the AMS application to correlate the gaming action resultswith stimulations having the same GUID.

For example, if the command to shoot included the ID “1234”, then thegame action result indicating a miss will include the ID “1234”,enabling the AMS application in step 752 to correlate the game actionresult to the stimulation having the same ID. If on other hand, theorder of game action results can be maintained consistent with the orderof the stimulations, then the AMS application can correlate in step 754stimulations with game action results by the order in which stimulationwere submitted and the order in which game action results are received.In step 756, the AMS application can catalogue stimulations and gameaction results. In another embodiment, the AMS application can beadapted to catalogue the stimulations in step 760. In this embodiment,step 760 can be performed as an alternative to steps 750 through 756. Inanother embodiment, step 760 can be performed in combination with steps750 through 756 in order to generate a catalogue of stimulations, and acatalogue for gaming action results correlated to the stimulations.

FIGS. 8-9 illustrate embodiments of a system with a correspondingcommunication flow diagram for correlating stimulations and gamingaction results. In this illustration a user clicks the left button 119of the gaming controller 115. The gaming controller 115 can includefirmware (or circuitry), which creates an event as depicted by event 2in FIG. 8. The button depression and the event creation are depicted inFIG. 9 as steps 902 and 904. In step 904, the firmware of the gamingcontroller 115 can, for example, generate an event type “left button#3”, and a unique GUID with a time stamp which is submitted to the AMSapplication. Referring back to FIG. 8, the AMS application cataloguesevent 3, and if a substitute stimulation has been predefined, remaps theevent according to the substitution. The remapped event is thentransmitted to the gaming application at event 4. Event 3 of FIG. 8 isdepicted as step 906 in FIG. 9. In this illustration, the AMSapplication substitutes the left button #3 depression stimulus with a“keyboard F” depression which can be interpreted by the gamingapplication as a fire command. The AMS application in this illustrationcontinues to use the same GUID, but substitutes the time stamp foranother time stamp to identify when the substitution took place.

Referring back to event 4, the gaming application processes the eventand sends back at event 5 a game action result to the AMS applicationwhich is processed by the AMS application at event 6. The AMSapplication then submits the results to the accessory at event 7. Events4 and 5 are depicted as step 908 in FIG. 9. In this step, the gamingapplication processes “F” as an action to fire the gamer's gun, and thendetermines from the action the result from logistical gaming resultsgenerated by the gaming application. In the present illustration, theaction of firing resulted in a hit. The gaming application submits tothe AMS application the result type “Hit” with a new time stamp, whileutilizing the same GUID for tracking purposes. At step 910, the AMSapplication correlates the stimulation “left button #3” (and/or thesubstitute stimulation keyboard “F”) to the game result “Hit” andcatalogues them in memory. The AMS application then submits to theaccessory (e.g., gaming controller 115) in step 910 the game actionresults “Hit” with the same GUID, and a new time stamp indicating whenthe result was received. Upon receiving the message from the AMSapplication, the accessory in step 912 processes the “Hit” by assertinga red LED on the accessory (e.g., left button 119 illuminates in red orother LED of the gaming controller 115 illuminates in red) to indicate ahit. Other notification notices can be used such as another color forthe LED to indicate misses, a specific sound for a hit, or kill, avibration or other suitable technique for notifying the gamer of thegame action result.

Upon reviewing the aforementioned embodiments, it would be evident to anartisan with ordinary skill in the art that the embodiments of thesubject disclosure can be modified, reduced, or enhanced withoutdeparting from the scope of the claims described below. For example, theAMS application can be executed from an accessory 115 or computingdevice 206 to perform the embodiments described in the subjectdisclosure. The AMS application can also be operated from a remoteserver (“cloud services”). In yet another embodiment, functions of theAMS application can be distributed between devices. In yet anotherembodiment, the AMS application can be configured to track theperformance of a gamer and adapt a threshold as the gamer improves ordeclines in performance.

For instance, as a gamer's performance improves with a particular gamingaction, the threshold associated with the gaming action can be adaptedto be less sensitive in detecting an over usage state. Similarly, thesensitivity of the threshold can be increased to promptly identify anover usage state of a gaming action if the gamer's performance declinesas a result of an over usage of the gaming action. Additionally, the AMSapplication can be adapted to add gaming actions to an exclusion tablewhen the gamer's performance substantially improves as a result of usingthe gaming action being excluded. The exclusion table can also bechanged by the AMS application by removing a gaming action from theexclusion table responsive to its excessive use causing a decline in agamer's performance.

Other embodiments can be applied to the subject disclosure.

It should be understood that devices described in the exemplaryembodiments can be in communication with each other via various wirelessand/or wired methodologies. The methodologies can be links that aredescribed as coupled, connected and so forth, which can includeunidirectional and/or bidirectional communication over wireless pathsand/or wired paths that utilize one or more of various protocols ormethodologies, where the coupling and/or connection can be direct (e.g.,no intervening processing device) and/or indirect (e.g., an intermediaryprocessing device such as a router).

FIG. 10 depicts an exemplary diagrammatic representation of a machine inthe form of a computer system 1000 within which a set of instructions,when executed, may cause the machine to perform any one or more of themethods described above. One or more instances of the machine canoperate, for example, as an accessory, computing device or combinationsthereof. In some embodiments, the machine may be connected (e.g., usinga network 1026) to other machines. In a networked deployment, themachine may operate in the capacity of a server or a client user machinein a server-client user network environment, or as a peer machine in apeer-to-peer (or distributed) network environment.

The machine may comprise a server computer, a client user computer, apersonal computer (PC), a tablet, a smart phone, a laptop computer, adesktop computer, a control system, a network router, switch or bridge,or any machine capable of executing a set of instructions (sequential orotherwise) that specify actions to be taken by that machine. It will beunderstood that a communication device of the subject disclosureincludes broadly any electronic device that provides voice, video ordata communication. Further, while a single machine is illustrated, theterm “machine” shall also be taken to include any collection of machinesthat individually or jointly execute a set (or multiple sets) ofinstructions to perform any one or more of the methods discussed herein.

The computer system 1000 may include a processor (or controller) 1002(e.g., a central processing unit (CPU)), a graphics processing unit(GPU, or both), a main memory 1004 and a static memory 1006, whichcommunicate with each other via a bus 1008. The computer system 1000 mayfurther include a display unit 1010 (e.g., a liquid crystal display(LCD), a flat panel, or a solid state display). The computer system 1000may include an input device 1012 (e.g., a keyboard), a cursor controldevice 1014 (e.g., a mouse), a disk drive unit 1016, a signal generationdevice 1018 (e.g., a speaker or remote control) and a network interfacedevice 1020. In distributed environments, the embodiments described inthe subject disclosure can be adapted to utilize multiple display units1010 controlled by two or more computer systems 1000. In thisconfiguration, presentations described by the subject disclosure may inpart be shown in a first of the display units 1010, while the remainingportion is presented in a second of the display units 1010.

The disk drive unit 1016 may include a tangible computer-readablestorage medium 1022 on which is stored one or more sets of instructions(e.g., software 1024) embodying any one or more of the methods orfunctions described herein, including those methods illustrated above.The instructions 1024 may also reside, completely or at least partially,within the main memory 1004, the static memory 1006, and/or within theprocessor 1002 during execution thereof by the computer system 1000. Themain memory 1004 and the processor 1002 also may constitute tangiblecomputer-readable storage media.

Dedicated hardware implementations including, but not limited to,application specific integrated circuits, programmable logic arrays andother hardware devices can likewise be constructed to implement themethods described herein. Application specific integrated circuits andprogrammable logic array can use downloadable instructions for executingstate machines and/or circuit configurations to implement embodiments ofthe subject disclosure. Applications that may include the apparatus andsystems of various embodiments broadly include a variety of electronicand computer systems. Some embodiments implement functions in two ormore specific interconnected hardware modules or devices with relatedcontrol and data signals communicated between and through the modules,or as portions of an application-specific integrated circuit. Thus, theexample system is applicable to software, firmware, and hardwareimplementations.

In accordance with various embodiments of the subject disclosure, theoperations or methods described herein are intended for operation assoftware programs or instructions running on or executed by a computerprocessor or other computing device, and which may include other formsof instructions manifested as a state machine implemented with logiccomponents in an application specific integrated circuit or fieldprogrammable gate array. Furthermore, software implementations (e.g.,software programs, instructions, etc.) including, but not limited to,distributed processing or component/object distributed processing,parallel processing, or virtual machine processing can also beconstructed to implement the methods described herein. It is furthernoted that a computing device such as a processor, a controller, a statemachine or other suitable device for executing instructions to performoperations or methods may perform such operations directly or indirectlyby way of one or more intermediate devices directed by the computingdevice.

While the tangible computer-readable storage medium 1022 is shown in anexample embodiment to be a single medium, the term “tangiblecomputer-readable storage medium” should be taken to include a singlemedium or multiple media (e.g., a centralized or distributed database,and/or associated caches and servers) that store the one or more sets ofinstructions. The term “tangible computer-readable storage medium” shallalso be taken to include any non-transitory medium that is capable ofstoring or encoding a set of instructions for execution by the machineand that cause the machine to perform any one or more of the methods ofthe subject disclosure. The term “non-transitory” as in a non-transitorycomputer-readable storage includes without limitation memories, drives,devices and anything tangible but not a signal per se.

The term “tangible computer-readable storage medium” shall accordinglybe taken to include, but not be limited to: solid-state memories such asa memory card or other package that houses one or more read-only(non-volatile) memories, random access memories, or other re-writable(volatile) memories, a magneto-optical or optical medium such as a diskor tape, or other tangible media which can be used to store information.Accordingly, the disclosure is considered to include any one or more ofa tangible computer-readable storage medium, as listed herein andincluding art-recognized equivalents and successor media, in which thesoftware implementations herein are stored.

Although the present specification describes components and functionsimplemented in the embodiments with reference to particular standardsand protocols, the disclosure is not limited to such standards andprotocols. Each of the standards for Internet and other packet switchednetwork transmission (e.g., TCP/IP, UDP/IP, HTML, HTTP) representexamples of the state of the art. Such standards are from time-to-timesuperseded by faster or more efficient equivalents having essentiallythe same functions. Wireless standards for device detection (e.g.,RFID), short-range communications (e.g., Bluetooth®, WiFi, Zigbee®), andlong-range communications (e.g., WiMAX, GSM, CDMA, LTE) can be used bycomputer system 1000.

The illustrations of embodiments described herein are intended toprovide a general understanding of the structure of various embodiments,and they are not intended to serve as a complete description of all theelements and features of apparatus and systems that might make use ofthe structures described herein. Many other embodiments will be apparentto those of skill in the art upon reviewing the above description. Theexemplary embodiments can include combinations of features and/or stepsfrom multiple embodiments. Other embodiments may be utilized and derivedtherefrom, such that structural and logical substitutions and changesmay be made without departing from the scope of this disclosure. Figuresare also merely representational and may not be drawn to scale. Certainproportions thereof may be exaggerated, while others may be minimized.Accordingly, the specification and drawings are to be regarded in anillustrative rather than a restrictive sense.

Although specific embodiments have been illustrated and describedherein, it should be appreciated that any arrangement calculated toachieve the same purpose may be substituted for the specific embodimentsshown. This disclosure is intended to cover any and all adaptations orvariations of various embodiments. Combinations of the aboveembodiments, and other embodiments not specifically described herein,can be used in the subject disclosure. In one or more embodiments,features that are positively recited can also be excluded from theembodiment with or without replacement by another component or step. Thesteps or functions described with respect to the exemplary processes ormethods can be performed in any order. The steps or functions describedwith respect to the exemplary processes or methods can be performedalone or in combination with other steps or functions (from otherembodiments or from other steps that have not been described).

Less than all of the steps or functions described with respect to theexemplary processes or methods can also be performed in one or more ofthe exemplary embodiments. Further, the use of numerical terms todescribe a device, component, step or function, such as first, second,third, and so forth, is not intended to describe an order or functionunless expressly stated so. The use of the terms first, second, thirdand so forth, is generally to distinguish between devices, components,steps or functions unless expressly stated otherwise. Additionally, oneor more devices or components described with respect to the exemplaryembodiments can facilitate one or more functions, where the facilitating(e.g., facilitating access or facilitating establishing a connection)can include less than every step needed to perform the function or caninclude all of the steps needed to perform the function.

In one or more embodiments, a processor (which can include a controlleror circuit) has been described that performs various functions. Itshould be understood that the processor can be multiple processors,which can include distributed processors or parallel processors in asingle machine or multiple machines. The processor can be used insupporting a virtual processing environment. The virtual processingenvironment may support one or more virtual machines representingcomputers, servers, or other computing devices. In such virtualmachines, components such as microprocessors and storage devices may bevirtualized or logically represented. The processor can include a statemachine, application specific integrated circuit, and/or programmablegate array including a Field PGA. In one or more embodiments, when aprocessor executes instructions to perform “operations”, this caninclude the processor performing the operations directly and/orfacilitating, directing, or cooperating with another device or componentto perform the operations.

The Abstract of the Disclosure is provided with the understanding thatit will not be used to interpret or limit the scope or meaning of theclaims. In addition, in the foregoing Detailed Description, it can beseen that various features are grouped together in a single embodimentfor the purpose of streamlining the disclosure. This method ofdisclosure is not to be interpreted as reflecting an intention that theclaimed embodiments require more features than are expressly recited ineach claim. Rather, as the following claims reflect, inventive subjectmatter lies in less than all features of a single disclosed embodiment.Thus the following claims are hereby incorporated into the DetailedDescription, with each claim standing on its own as a separately claimedsubject matter.

What is claimed is:
 1. A method, comprising: receiving, by a systemcomprising a processor, from a gaming accessory a control signal forcontrolling a video game, the control signal being generated by thegaming accessory responsive to user-generated input applied to an inputinterface of the gaming accessory; responsive to a request to monitorusage of a first gaming action that controls a particular aspect of thevideo game: determining, by the system, that the control signalcorresponds to the first gaming action of a plurality of gaming actionsfor controlling the video game; tracking, by the system, a frequency ofusage of the first gaming action based on a frequency of occurrence ofthe control signal being generated by the gaming accessory; presenting,by the system, at a presentation device of the gaming accessory ameasure of the frequency of usage of the first gaming action;identifying an over usage state responsive to detecting that thefrequency of usage of the first gaming action has exceeded a threshold;and transmitting a second gaming action in place of the first gamingaction responsive to receiving the control signal and identifying theover usage state.
 2. The method of claim 1, wherein the measure of thefrequency of usage is presented by way of the input interface of thegaming accessory, and wherein the presentation device is an integralpart of the gaming accessory.
 3. The method of claim 2, wherein themeasure of the frequency of usage of the first gaming action ispresented by an illumination of the presentation device of the gamingaccessory.
 4. The method of claim 3, wherein the illumination comprisesa color that identifies the measure of the frequency of usage.
 5. Themethod of claim 2, wherein the input interface of the gaming accessoryis a button.
 6. The method of claim 5, wherein the button comprises atouch screen button, a depressible button, or a combination thereof. 7.The method of claim 1, further comprising preventing the control signalfrom being sent to the video game to block usage of the first gamingaction responsive to identifying the over usage state.
 8. The method ofclaim 1, further comprising setting a time limit for usage of the firstgaming action responsive to identifying the over usage state.
 9. Themethod of claim 1, wherein the threshold comprises a time limit forusage of the first gaming action.
 10. The method of claim 1, wherein thepresenting of the measure of the frequency of usage of the first gamingaction occurs during a replay of a gaming session of the video game. 11.The method of claim 1, wherein the presenting of the measure of thefrequency of usage of the first gaming action occurs during a gamingsession of the video game.
 12. The method of claim 1, wherein the systemis an integral part of the gaming accessory.
 13. A machine-readablestorage medium, comprising instructions, wherein responsive to executingthe instructions, a processor performs operations comprising: receivingfrom an accessory device a control signal for controlling imagesgenerated by a software application, the control signal being generatedby the accessory device responsive to user-generated input applied to aninput interface of the accessory device; based on a configuration tomonitor usage of a first action that controls a particular aspect of thesoftware application: determining that the control signal corresponds tothe first action of a plurality of actions for controlling the softwareapplication; monitoring a frequency of usage of the first action basedon a frequency of occurrence of the control signal being generated bythe accessory device; presenting at a display device a measure of thefrequency of usage of the first action; and preventing the controlsignal from being sent to the software application to block usage of thefirst action responsive to identifying an over usage state according tothe frequency of usage of the first action.
 14. The machine-readablestorage medium of claim 13, wherein the operations further compriseidentifying the over usage state responsive to detecting that thefrequency of usage of the first action has exceeded a threshold.
 15. Themachine-readable storage medium of claim 14, wherein the operationsfurther comprise transmitting a second action in place of the firstaction responsive to receiving the control signal and identifying theover usage state.
 16. The machine-readable storage medium of claim 13,wherein the display device is an integral part of the accessory device.17. An accessory device, comprising: a memory to store instructions; anda processor coupled to the memory, wherein responsive to executing theinstructions, the processor performs operations comprising: detecting aselection of an input interface of the accessory device based onuser-generated input being applied to the input interface; generating acontrol signal responsive to detecting the selection of the inputinterface for controlling a presentation generated by a softwareapplication; responsive to a setting to monitor usage of a first actionthat controls a particular aspect of the software application:determining that the control signal corresponds to the first action of aplurality of actions for controlling the software application;determining a frequency of usage of the first action based on afrequency of occurrence of the control signal being generated by theaccessory device; presenting at a presentation device a measure of thefrequency of usage of the first action; and preventing the controlsignal from being sent to the software application to block usage of thefirst action responsive to identifying an over usage state according tothe frequency of usage of the first action.
 18. The accessory device ofclaim 17, wherein the operations further comprise identifying the overusage state responsive to detecting that the frequency of usage of thefirst action has exceeded a threshold.
 19. The accessory device of claim18, wherein the operations further comprise substituting the firstaction with a second action responsive to identifying the over usagestate.
 20. The accessory device of claim 17, wherein the presentationdevice is an integral part of the accessory device, and wherein thepresentation device comprises a touch-sensitive display, an audiopresentation system, or a combination thereof.